WORKBENCH UPGRADES update!

Tunnel of Doom

Tunnel of Doom is an action rogue-lite hybrid that mixes tower defense with melee and ranged combat gameplay. Randomly generated, every run is different as you guide Angel on a quest to rescue her husband. Gather resources, discover perks, and use what you find to battle waves of monsters.

This update is a bit of a continuation from the previous one where we introduced the workbench. Now that workbench has additional things you can do - cannon upgrades! Go have a look what's currently available and feel free to suggest new ones if you got any. This needs its own mention - yes, there's no more respawning battles. Believe me it wasn't a feature meant to annoy anyone, but it surely got some people upset. The original intent of this was to have a risk/reward aspect when going back to already visited rooms. Needless to say it was either poorly executed or a bad idea in the first place. Nevertheless, there's safer travels now. As you can see the balance and bugfixes continue. This sometimes feels like a game of whack-a-mole, but as long as it's better than the previous version then we're heading in the right direction! The next update will likely land sometime in January given the upcoming holidays. [list] [*] Any issues or bugs encountered while playing can be reported in this thread: [url=https://steamcommunity.com/app/1361840/discussions/0/3194736442573447782/][b]Tunnel of Doom | Bug Reports[/b][/url] [*] If you would like to leave some feedback, go ahead and drop it here: [url=https://steamcommunity.com/app/1361840/discussions/0/3194736442573448715/][b]Tunnel of Doom | Game Feedback[/b][/url] [/list] A huge thank you to everyone who has supported the game on launch. And if you enjoy Tunnel of Doom, please consider leaving a user review. Every review really helps! [b]Full v. 1.3 changes[/b]: [General] Workbench now has some useful upgrades for cannons [General] No more respawning battles (battles in already visited rooms) [AI] Enemies will roam about less [AI] Spider aim is a bit better towards enemies [SFX] Reduced the volume level of some of the background sounds [GUI] Added number of incoming enemies to the "Battle Stage" title card [GUI] Workbench will show how many cannons are broken and how many upgrades there are without interacting with it [GUI] Workbench has some graphical updates [Balance] "Shadow" enemy is unaffected by cannon ammunition [Balance] Better odds of loot from locked lockers than open lockers [Balance] Decreased odds of getting extra hearts and perks from wishing well [Balance] Decreased odds of getting extra hearts from crates [Balance] Decreased odds of getting a heart from spiders [Balance] Decreased odds of getting coins from enemies [Balance] Decreased odds of getting coins and hearts from bats [Balance] Rats are slightly faster when running to their holes [Balance] Level 1 starting enemies increased by one (from 2 to 3) [Perk] Removed "Safe Traveler" perk (no longer needed) [Perk] Added "Smithy" perk: 15% off from workbench repairs and upgrades [Bug] Doomed Story: starting perks "Healthy" and "Fast Metabolism" were not applied properly [Bug] Build mode placement tool could get misaligned when changing from mouse to gamepad control [Bug] Rat could sometimes run and fall into holes after battle [Bug] Rat hole is visible on top of opened locker [Bug] Vrem's top part of the throne had corners that looked like you couldn't build there [Bug] Perk: "Agile" had a 50% dodge chance (instead of 25%) against enemy projectiles [Bug] "Cover all holes" feature did not cover holes that were under the currently selected hole cover [Bug] Enemy projectiles did not hit the large hole fence even if targeted [Bug] On rare occasion the rock cannon would not shoot at all [Bug] Sometimes the glass cannon fired at nothing